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Fortune matchups

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Dec 22nd, 2013
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  1. Assuming 1v1. Fortune v Filia is not the same as Fortune v Filia with assist that completely covers up all of her weaknesses in the matchup. I personally think it's much more helpful to look at it this way since you can look at the info and say, "Hmm, what assists could I use to counter these weaknesses?" instead of saying, "Ok this is how I deal with this character with my assist backing me up but there's nothing telling me how to approach when I DON'T have my assist available."
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  3. Again, I want to emphasize that for the most part these are solely my own opinions. If you disagree with something or have something to add, then feel free to talk to me about it. I haven't really talked to any other Fortune players about matchups since... we're rare so... yeah. Take this with a grain of salt, this is just how I see things.
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  5. Fortune:Other character
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  7. Filia - 5:5
  8. Fortune has some of the best defensive options in the game, so that really keeps Filia in check who is all about hyper rushdown. Filia also has trouble dealing with the head as she does not have the air mobility that characters like Valentine or Painwheel have and Filia's ways of punishing the head aren't exactly... amazing. However, with fast air dashes and hairball Filia can move about almost as well as Fortune. There is also the fact that using her hairballs Filia can easily get above Fortune to a range where Fortune cannot do anything against her. Fortune has the better neutral game, but Filia has the better normals. It doesn't really tip too heavily in either character's favor as again, Fortune has the defensive options to keep Filia in check, but Filia has the better buttons and can get into a space where Fortune is rendered ineffective.
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  10. Val - 4:6
  11. Valentine does not have to deal with Fortune's headless pressure at all with her air mobility, and there is also the fact that Val only needs two buttons to stuff everything that Fortune throws out: j.HP and j.HK. Valentine rocks Fortune in the aerial footsies game and Valentine doesn't have a reason to try and play ground footsies with Fortune because again, they have similar mobility options and Valentine is great in the air (where Fortune's head cannot reach; sneeze only goes up so high). It's not devastating for Fortune, however. Eventually she will find her way in and she trumps over Val up-close due to having the better jab, the better low, and insane pressure options against a character with no meterless reversal. Val is completely helpless on defense, but her ways of getting out of pressure aren't very rewarding sans level 2 counter super or a DHC. But even still, if she can just return to the neutral game then things are in her favor again.
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  13. Peacock - 6:4
  14. The matchup is basically Peacock vs the head. Fortune's head takes 50% unscaled damage and the damage to the character quickly racks up due to being hit by so many Georges and other projectiles. Thankfully this also means that the head soaks up projectiles which gives the main body an easier time of getting in. Peacock also have to be careful of when she decides to throw out a projectile for fear of being hit with a zoom > nom > combo. Better yet is that Fortune has good options for dealing with a teleport from Peacock. Use the head to pressure the Peacock into teleporting, and if Fortune reads a teleport she can use her long-reaching cr.LK to start a combo.
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  16. Painwheel - 4:6
  17. This matchup was hell for Painwheel when Fortune could do her Fiber Upper followup off of any number of hits. Now that that's changed, things are a bit different. Painwheel has absolutely no reason to really deal with Fortune's head as she's flying in the air for most of the match. In fact, this is one of the matches where Fortune DOESN'T want to have her head off. Painwheel takes great advantage of the fact that Fortune's head takes 50% unscaled damage, and 150% damage if both the body and the head are caught in a combo together. If Fortune is caught with her head in a combo, most other characters will have to launch in order to extend their combo and the head falls out. Painwheel, on the other hand, has flight cancels to keep the body and the head together to deal out insane damage. As with other characters, Fortune loses out air-to-air vs Painwheel. Especially her j.MP and j.HP as they stuff just about everything Fortune can throw out (j.HP may trade at times, though). Fortune can toss off the head and try to land a lucky j.HK and juggle Painwheel with an attack from the head but... that's not very likely to happen. Fortune has her Fiber Upper to stop obvious aerial approaches, but if the Painwheel has her movement down (like NVC/Konkrete) then... that's not going to go so well. If Fortune hits with her DP then she gets a combo. If it gets blocked then Fortune eats a counter hit combo. If Fortune whiffs then she's back in the air... vs a character who beats her in the air. Awesome. Painwheel's biggest weakness is that she has no meterless DP. Sure PW has her super armor but Fortune has a 5 frame jab that chains twice and a multi-hit DP so... yeah.
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  19. Double - Torn between 5:5 and 4:6 (I would love input from a Fortune and a Double player)
  20. Air-to-air blah blah blah. Fortune does well when she can get above her opponent, but Double has j.HP and j.HK to stop this approach. Hell, j.HK is good for a LOT of things and does well to keep Fortune at bay. Double can block attacks from the head and get a Luger shot off easily to try and zone Fortune out, unlike Parasoul and Peacock who take longer to setup their zoning game. This does not mean that Double can basically just ignore the head, however, but she does have an easy way to punish the head with her launcher. Catheads can do a lot of damage to Fortune as the head can easily get caught. And if Fortune's head is preventing Double's heads from reaching Fortune then she can simply send them up into the air above the head (though this does leave the head free until Fortune is put into blockstun). Fortune outmaneuvers Double easily and since both characters utilize a lot of aerial and crossunder resets one thing to note is that Fortune has an air super. Double does not.
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  23. Parasoul - 6:4
  24. Parasoul can swat Fortune out of the air like a fly but Fortune dominates the ground game with her cr.LK, st.LP, and her headless attacks. Parasoul's j.HP can kind of deal with the space above her BUT j.HP carries a huge weakness with it. If Fortune blocks j.HP and lands before Parasoul then Fortune is at frame advantage from having blockstun being canceled from landing. Fortune's fastest normal is 5 frames. Parasoul's fastest normal is 7 frames. The head also saves Fortune quite a bit from Parasoul's bike super. Parasoul does have an amazing air grab hitbox to grab Fortune out of the air, and again she does have superior (though slower) normals. Parasoul however simply does not have the mobility options she needs to get away from the head, though I wonder how well bomb jump tactics will work in this matchup.
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  26. Squigly - 6:4
  27. I asked Yaya for input on this one.
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  29. "It's annoying.
  30. Squigly can generally get charge whenever she pleases but against headless fortune she doesn't have that
  31. like, her and Peacock are the two characters who can make her pay for it from fullscreen without meter
  32. so Squigly has to have a good stanceless game
  33. MH and LH opera shut down Fortune's air options but that costs meter, so she can't do it all the time"
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  35. Squigly can't be too predictable with divekicks and her j.HP as Fortune can simply Fiber upper out, as well. This is probably one of the only matchups where Fortune bodes pretty well in the air, and of course she outmaneuvers Squigly.
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  37. Cerebella - 7:3
  38. Cerebella has her God Hands so she smashes Fortune... when she's close. Then the Fortune player realizes, "Wait a second, I don't have to move in close to her". Fortune can easily dance around Bella and nom catches Bella out of her command run. Dealing with headless pressure is not fun at all for Cerebella.
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  40. Big Band - 7:3
  41. Same case as Bella but even worse. Big Band isn't a finished character but I don't see this going well for him. I could be wrong, but it's another case of, "Hey your normals completely destroy mine but I don't have to go near you." And Fortune gets easy instant overheads vs Big Band. We'll see what players can do with this parry, though (which is useless against the head, by the way since the head goes on shorter cooldown as a result of the attack hitting and not being blocked... and Big Band can't move right after a parry... right now anyways).
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